﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HitState : FSMStateBase
{
    private EHitSubState m_HitSubState = EHitSubState.NullTransition;

    protected override void OnEnter()
    {
        base.OnEnter();

        Debug.LogFormat("FSMState is : {0}", GetState().ToString());

        m_HitSubState = EHitSubState.eFrontHitState;
    }

    private void Exce()
    {
        switch(m_HitSubState)
        {
            case EHitSubState.eFrontHitState:
                {
                    //TODO
                    break;
                }
            case EHitSubState.eBackHitState:
                {
                    //TODO
                    break;
                }
            case EHitSubState.eLeftHitState:
                {
                    //TODO
                    break;
                }
            case EHitSubState.eRightHitState:
                {
                    //TODO
                    break;
                }
          
        }
    }

    protected override void OnUpdate()
    {
        base.OnUpdate();

    }

    protected override void OnLeave()
    {
        base.OnLeave();

    }

    public override EFSMState GetState()
    {
        return EFSMState.eHitState;
    }
}